Media controller with fingerprint recognition

ABSTRACT

A system and method for retaining, associating, and reloading a user&#39;s preferences in a video game system without requiring active participation from the user is provided. The system may include an object control mechanism for receiving a passive indication from the user to perform a fingerprint scan of the user&#39;s fingertip. A fingerprint scanner may be coupled to the object control mechanism for transparently performing the fingerprint scan to generate identifying data for the user. If the identifying data for the user matches identifying data for a preexisting user, then preferences associated with the preexisting user may be reloaded. If the identifying data for the user does not match identifying data for a preexisting user, then preferences of the user may retained and associated with the user&#39;s identifying data.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is a continuation of U.S. patent application Ser. No.12/367,304, filed on Feb. 6, 2009, which is incorporated herein byreference in its entirety.

FIELD OF THE INVENTION

This application relates generally to media controllers and morespecifically, to media controllers with fingerprint recognitioncapabilities.

BACKGROUND

Many of today's electronic media devices come equipped with remotecontrol capabilities. A remote control device acts at a distance to sendand, in many instances, receive information from an electronic mediadevice. Such electronic media devices may include, for example, videogame consoles, set-top boxes used to receive satellite and cabletransmissions, digital versatile disc (DVD) players, Blu-ray discplayers, and audio playback systems, to name a few.

In video gaining systems, remote control devices may be used to selectoptions and preferences, control movements and actions of characters orobjects in a video game, and provide feedback to the user in the form ofvibrations, sound, and light. Many video games and video game consoleshave user specific options and preferences that may be selected duringvarious stages of game play using a remote control device. Often auser's specific options and preferences remain static or change verylittle over time. Although a given user's options and preferences for avideo game or video game console may generally remain static, a user'sspecific options and preferences ordinarily must be reselected aftereach video game playing session or after game play by a subsequent user.

Conventional approaches have attempted to solve the following drawbackof video game systems and, in general, media devices by prompting theuser to save and associate options and preferences with an identifyingcharacteristic of the user, such as a nickname. In this way, a user maymanually restore their options and preferences the next time the mediadevice is used by selecting the identifying characteristic associatedwith their stored options and preferences. The requirement for a user tomanually store, associate, and reload options and preferences in thisconventional approach is not ideal and may detract from theentertainment value of these electronic media devices.

Therefore, what is needed is a system and method for retaining,associating, and reloading user specific options and preferences withoutrequiring active participation from the user.

BRIEF DESCRIPTION OF THE DRAWINGS/FIGURES

The accompanying drawings, which are incorporated herein and form a partof the specification, illustrate the present invention and, togetherwith the description, further serve to explain the principles of theinvention and to enable a person skilled in the pertinent art to makeand use the invention.

FIG. 1 illustrates an exemplary media system for use with the presentinvention.

FIG. 2 illustrates an exemplary control device, according to embodimentsof the present invention.

FIG. 3 illustrates an exemplary control device incorporating a biometricscanner in an object control mechanism disposed thereon, according toembodiments of the present invention.

FIG. 4 illustrates an exemplary block diagram of a control deviceincorporating a biometric scanner in an object control mechanismdisposed thereon, according to embodiments of the present invention.

FIG. 5 illustrates exemplary locations for the storage of user identityand profile information, according to embodiments of the presentinvention.

FIG. 6 illustrates a flowchart of an exemplary method for retaining,associating, and reloading user specific options and preferences withoutrequiring active participation from the user, according to embodimentsof the present invention.

The present invention will be described with reference to theaccompanying drawings. The drawing in which an element first appears istypically indicated by the leftmost digit(s) in the correspondingreference number.

DETAILED DESCRIPTION

In the following description, numerous specific details are set forth inorder to provide a thorough understanding of the invention. However, itwill be apparent to those skilled in the art that the invention,including structures, systems, and methods, may be practiced withoutthese specific details. The description and representation herein arethe common means used by those experienced or skilled in the art to mosteffectively convey the substance of their work to others skilled in theart. In other instances, well-known methods, procedures, components, andcircuitry have not been described in detail to avoid unnecessarilyobscuring aspects of the invention.

References in the specification to “one embodiment,” “an embodiment,”“an example embodiment,” etc., indicate that the embodiment describedmay include a particular feature, structure, or characteristic, butevery embodiment may not necessarily include the particular feature,structure, or characteristic. Moreover, such phrases are not necessarilyreferring to the same embodiment. Further, when a particular feature,structure, or characteristic is described in connection with anembodiment, it is submitted that it is within the knowledge of oneskilled in the art to affect such feature, structure, or characteristicin connection with other embodiments whether or not explicitlydescribed.

I. EXAMPLE MEDIA SYSTEM

FIG. 1 illustrates an exemplary media system 100 according toembodiments of the present invention. Media system 100 includescontroller 110, console 120, and display 130. Together, controller 110,console 120, and display 130 form an exemplary environment that mayfunction to support a video game system or television system forplayback of recorded media and/or access to television broadcasts, forexample.

Controller 110 may communicate with console 120 and display 130 throughwired or wireless means, sending and receiving transmissions at a remotedistance. In the specific embodiment illustrated in FIG. 1, controller110 sends and receives transmissions 140 wirelessly to and from console120 and display 130. Controller 110 may operate in accordance with anyof a variety of wireless communication standards, including but notlimited to IEEE 802.11, Bluetooth, infrared, and/or variations thereof.In farther embodiments, controller 110 may communicate exclusively withconsole 120 or display device 130 and may be limited to transmit-onlycapabilities.

Exemplary media system 100 may function to support a video game system.In this exemplary embodiment, console 120 may be operable to execute avideo game program. A video game program executable by console 120 maybe stored on a portable storage media such as an optical disc, a remoteserver, within console 120, and/or any combination thereof. Console 120may transmit a video display signal, encoding a video game's userinterface, to display device 130 over communication link 150. The videodisplay signal may be provided in accordance with any of a variety offormats, including but not limited to, component, composite, and S-Videoformats. In general, the user interface provides visual feedback to auser of the video game program. A user may interact with objects orcharacters displayed by the user interface with controller 110. Intypical video game systems, user initiated control signals would be sentfrom controller 110 to console 120 in order to interact with the userinterface. The control signals provided by controller 110 to console 120may subsequently provoke a change in the user interface, such as acharacter jumping or moving forward to provide visual feedback to theuser.

Before and/or during substantive game play, video game programs andconsoles, such as console 120, typically allow or prompt a user to setvarious options and preferences. These options and preferences may be atthe system level or related directly to the video game program.Exemplary system level options and preferences may include, for example,settings related to the sensitivity of controls disposed on controller110 (e.g., buttons, switches, toggles, and joysticks) and displayorientation (e.g., vertical or horizontal partitions in two playermode). Exemplary video game program options and preferences may include,for example, the handedness (i.e., left-handed or right-handed) of theuser, music selection, difficulty of play (e.g., hard, medium, andeasy), identifying name of the user (e.g., a nickname), and selection ofan avatar that may be custom or customizable to a user.

An avatar is a digital representation or caricature that captures theuser's actual or desired physical appearance, actual or desiredpersonality, and other attributes. Avatars may take the form of atwo-dimensional image or a three-dimensional model and may be found incommon video game systems, such as the Nintendo Wii (trademark), wherethe avatars are referred to as Miis (trademark), the Micorsoft Xbox 360(trademark), and the Sony Playstation 3 (trademark). In creating theavatar's physical appearance, features that may be selected and adjustedinclude gender, head, eyes, eyebrows, nose, mouth, facial hair, facialcontours, wrinkles, height, and width, to name a few. Other,non-physical attributes of the avatar may be selected and adjusted, suchas the name of the avatar and favorite color. A user may select andincorporate their avatar into a video game program to furtherpersonalize the user's video game experience.

A user's particular options and preferences for a video game or videogame console often remain relatively constant. For example, a user willcommonly select the same avatar, handedness, and other options andpreferences for each gaming session. However, conventional video gamesystems require the user to manually reselect their options andpreferences, or at least to manually select an identifyingcharacteristic associated with their stored options and preferencesbefore, during or after each gaming session, detracting from theentertainment experience of the user. For example, a user may have toselect their custom avatar among all avatars created by users of thevideo game system before each game play session or after another user'sgame play session. This manual selection process is often a repetitive,time-consuming step that may become a nuisance to a user. Therefore,video game systems would benefit from a means for retaining,associating, and reloading user specific options and preferences withoutrequiring active participation from the user. In fact, such means mayactually enhance the entertainment value in video game systems since thetransparent recognition and reloading of a user's options andpreferences may appear like magic.

II. EXAMPLE CONTROLLER

FIG. 2 illustrates exemplary controller 110 of FIG. 1 in further detailaccording to embodiments of the present invention. Exemplary controller110 may be used in a video game system or television system for playbackof recorded media and/or access to television broadcasts, for example.The housing of controller 110 may be grasped by a single hand and mayaccommodate a range of user hand sizes, including the hand of an adultor a child. Controller 110 includes object controls 200, 210, and 220,directional object control 230, LED(s) 240, and speaker 250. Objectcontrols 200, 210, 220 and directional object control 230 may be buttonsor switches, for example. In other embodiments, controller 110 mayinclude fewer, additional, or alternative control and feedback features.For example, controller 110 may include an inclinable stick projectingfrom the top surface of controller 110. The inclinable stick may provideoutput operation signals in accordance with the inclining direction ofthe stick.

As noted above, exemplary controller 110 may function to specificallysupport a video game system. In this exemplary embodiment, controller110 may be operable to allow a user to interact with a video gameprogram through a video game console and display device. Information,including control signals, may be sent to and from the video gameconsole or the display device via wired or wireless means. In a wirelessimplementation, controller 110 may operate in accordance with any of avariety of wireless communication standards, including but not limitedto IEEE 802.11, Bluetooth, infrared, and/or variations thereof.

A video game user interacts with a video game program via objectcontrols disposed on controller 110, such as object controls 200, 210,and 220, and directional object control 230. For example, a user mayeffect a change in the position of a video game character or object viaa force exerted by a fingertip on an object control. A user's fingertipwould generally push, pull, direct, or move an object control,translating into a specific movement of a video game character orobject. In addition, a user employs object controls, such as objectcontrols 200, 210 and 220, and directional object control 230 to selectvideo game options or preferences, including but not limited to thosedescribed in Section I.

As noted above, conventional video game systems require the user tomanually reselect their options and preferences, or at least to manuallyselect an identifying characteristic associated with their storedoptions and preferences before, during or after each gaming session,detracting from the entertainment experience of the user. For example, auser may have to select their custom avatar among all avatars created byusers of the video game system before each game play session or afteranother user's game play session. This manual selection process is oftena repetitive, time-consuming step that may become a nuisance to a user.

Advantageously, controller 110 may provide means (at least in part) forretaining, associating, and reloading user specific options andpreferences without requiring active participation from the user. Inother words, controller 110 may provide passive means for retaining,associating and reloading user specific options and preferences,eliminating the need for the user to perform this step in an activefashion.

Controller 110 may achieve this transparent retention, association andreloading of user specific options and preferences through theincorporation of a biometric fingerprint scanner within any one of theobject controls disposed on the surface of controller 110. In anembodiment, a biometric fingerprint scanner may be contained within, on,or directly beneath object control 200.

FIG. 3 illustrates controller 110 with a biometric fingerprint scanner300 contained within, on, and/or directly beneath object control 200according to an embodiment of the present invention. The biometricfingerprint scanner may be any type of fingerprint scanner capable ofbeing included within, on, and/or directly beneath an object controlmechanism, such as object control 200. For example, biometricfingerprint scanner 300 may be any one of a capacitive, optical, andthermal type fingerprint scanner.

In a first embodiment, fingerprint scanner 300 is a capacitivefingerprint scanner. A capacitive fingerprint scanner may be disposed ona semiconductor chip to produce an image of the valleys and ridgespresent on the surface of a user's fingertip. In capacitive fingerprintscanners, an array of parallel plate capacitors are typically utilizedto produce this image, where one plate of each capacitor is formed bythe surface of the user's fingertip. The distance between the plates ofthe capacitors varies according to the contours of the fingertip. Bymeasuring the capacitances (or voltage) of each formed capacitor animage of the fingertip can be produced.

In a second embodiment, fingerprint scanner 300 is a optical fingerprintscanner. An optical fingerprint scanner may utilize a matrix oflight-sensitive diodes typically referred to as photosites. Thesephotosites produce an electrical signal in response to photons of light.A fingertip placed or the surface of an optical fingerprint scannerwould create portions of lighter and darker areas, which may be sensedand used to form an image of the fingertip.

In a third embodiment, fingerprint scanner 300 is a thermal basedfingerprint scanner. In thermal based fingerprint scanners, thermalsensing technology is used to measure the temperature differenceaccording to whether a portion of the fingertip is touching the sensingarea or not. In general, areas where the fingertip touches the sensingarea correspond to ridges, whereas portions of the sensing area thatremain untouched correspond to valleys. Because the thermal basedfingerprint scanner can determine or distinguish the relative positionof ridges and valleys of a user's fingertip, an image of the fingertipcan be produced. Thermal based fingerprint scanners may be produced on asilicon die covered by a pyro-electric material that is sensitive todifferences in temperature, for example.

It should be noted that fingerprint scanner 300 may be replaced by anytype of biometric identification device capable of identifying a uservia one or more fingertips. For example, fingerprint scanner 300 may bereplaced by a biometric identification device capable of generating aheart beat profile for a user. The unique characteristics of a user'sheartbeat profile may be used to identify a user in a similar manner asa fingerprint profile.

Passivity of user identification may be gained by placing thefingerprint scanner 300 in an object control, such as object control200, that is frequently used during video game setup or game play or anobject control that a user would generally maintain a fingertip onduring setup or game play. For example, a user may maintain contact withobject control 200 during the majority of game play in anticipation ofthe need for rapid reaction to a game condition. In addition, the usermay maintain contact with object control 200 during the majority of gameplay as a result of the ergonomic design of controller 110, which maylead to a user's fingertip being naturally positioned on object control200 in a state of rest. Although it may be beneficial to incorporatefingerprint scanner 300 in object control mechanisms that exhibit thesequalities, in general any object control mechanism may be utilized toachieve passive identification of a user.

Since fingerprint scanner 300 has been incorporated into object control200, fingerprint scanner 300 may be activated when object control 200 isactivated via a force exerted by a user's fingertip. In addition,fingerprint scanner 300 may be activated simply when the user'sfingertip is in a state of rest on the surface of the object controlmechanism 200. Because these actions by a user would occur throughoutvarious stages of the game, the user does not have to be prompted toeither exert a force via a fingertip or to rest their fingertip on thesurface of object control 200 such that fingerprint scanner 300 may scanthe user's fingerprint. Accordingly, a fingerprint scan of the user'sfingertip may be initiated in a passive manner and, as a result, thescanning process may be performed transparently without the user beingaware.

In an embodiment, fingerprint scanner 300 may be used to determine if auser's fingertip is resting on the surface of object control 200. Forexample, in implementing a capacitive type fingerprint scanner 300, acertain change in the scanner's capacitive structures, as a result of afingertip resting thereon, may trigger a fingerprint scan. Similarly, inimplementing an optical type fingerprint scanner 300, a certain amountor change in the light interacting with the surface of fingerprintscanner 300, due to a user's fingertip being placed on object control200, may trigger a fingerprint scan.

In another embodiment, fingerprint scanner 300 may be activatedperiodically. For example, after the lapse of a specified period of timea scan may be performed by fingerprint scanner 300.

In additional embodiments, any variation or combination of the abovediscussed schemes may be used to activate fingerprint scanner 300,including when object control 200 is determined to have been asserted,when a fingertip is determined to be resting on object control 200, orbased on the lapse of a predetermined period of time.

After an adequate number of scans (e.g., one, two, or three) a user whomhad previously used the device may be identified and their personaloptions and preferences may be reloaded for game play. A database may beused to store and retrieve the identifying data associated with a user'sfingerprint for comparison, as well as their personal options andpreferences.

A user whose identifying fingerprint data does not match a recordcurrently stored within the database may be added as a new user. After anew user has been identified and the fingerprint data is stored in thedatabase, personal options and preferences, such as the user's avatarand handedness, maybe be added to the database and associated with theiridentifying fingerprint data. These options and preferences may beobtained from use of the video game system. In general, a user's optionsand preferences, stored within the database, may be generically referredto as a “profile”. A new or preexisting user may modify or change theiroptions and preferences during use of the video game system, and theirstored profile may be updated accordingly. In general, user options andpreferences may be updated based on the most frequently used selectionfor an option and/or the most recently used selection for an option.

After a user has been identified, controller 110 and/or a display deviceused within a video game system, such as video game system 100, mayprovide feedback to the user. As illustrated in FIG. 3, LED(s) 240 maybe used to provide an indication of a successful identification bydisplaying a user's name or nickname. In addition, as furtherillustrated in FIG. 3, speaker 250 may provide a verbal indication of asuccessful identification by announcing a user's name or nickname.Another possibility is that an avatar associated with a user appears inthe game. Any of the above combinations may be used to provide feedbackto the user regarding successful identification in any manner.

FIG. 4 illustrates a simplified block diagram 400 of a controller 110 inaccordance with embodiments of the present invention. Block diagram 400includes a communications module 405, identification module 410,additional sensor(s) module 415, operational module 420, and database425.

Communications module 405 includes micro-processing module 430, wirelessmodule 435, memory 440, and antenna 445. Information may be generated atcontroller 110 from identification module 410, additional sensor(s) 415,operational module 420, and database 425. Operational module 420 mayinclude all object controls (e.g., buttons and switches) disposed on thesurface of controller 110, as well as any feedback devices, such as avibration element, a speaker, and an LED(s). Additional sensor(s) 415may include, for example, infrared sensors and accelerometers.Information and control signals generated from these modules may beprovided to communications module 405 either directly or through ashared bus (not shown) for transmission to console 120. Micro-processingmodule 430 may perform additional formatting and/or processing on thisgenerated data and temporarily store the data in memory 440. Generateddata stored in memory 440 may be subsequently provided to wirelessmodule 435 by micro-processing module 430 at appropriate intervals.Wireless module 435 may format (e.g., encode and modulate) data receivedfrom micro-processing module 430 in accordance with a variety ofwireless communications standards, including Bluetooth, such that datamay be sent via antenna 445 to console 120. Moreover, wirelesscommunications module 405 may be further capable of receiving datawirelessly transmitted thereto from devices including console 120. Forexample, console 120 may transmit data to control feedback devicescontained within operational module 420, such as a vibration element, aspeaker, and an LED(s), to name a few.

Identification module 410 includes biometric fingerprint scanner 300that may be incorporated into an object control, such as object control200 of FIG. 3, such that a user may be passively identified. Asillustrated in FIG. 4, fingerprint scanner 300 may be coupled to adigital signal processing (DSP) module 455. DSP module 455 may be usedto process and extract identifying characteristics from a fingerprintimage captured by fingerprint scanner 300. In an another embodiment, DSPmodule 455 may be replaced or supplemented by a micro-processing module,such as micro-processing module 430, which may utilize a program toprocess and extract identifying characteristics from a fingerprint imagecaptured by fingerprint scanner 300 and/or control DSP module 455.

Moreover, processed and extracted data provided by DSP module 455 (oralternatively a micro-processor) may be stored within a structuredmemory, such as database 425. Database 425 may be accessed byidentification module 410 via micro-processing module 430. In anotherembodiment, identification module 410 may access database 425 through adirect connection (not shown).

A passive user identification system in accordance with principles ofthe present invention further comprises an identification process foridentifying previous users and reloading their'specific options andpreferences. In an embodiment, options and preferences for a particularuser may be stored within database 425 and associated with theirfingerprint identification data stored therein. During the passive useridentification process a matching algorithm may be performed bymicro-processing module 430 or any other suitable processing moduleincorporated into controller 110. The matching algorithm may be computerprogram code having instructions for causing a computer, such asmicroprocessor 430, to performing the matching algorithm. In furtherembodiments, the matching algorithm and/or database 425 may be performedin a location other than controller 110, such as within console 120,using the hardware contained therein. In the exemplary embodiment ofFIG. 4, micro-processing module 430 and/or DSP module 455 may comparestored identifying data with live biometric data from fingerprintscanner 300. If a match exists, the options and preferencescorresponding to the identified user may be reloaded.

FIG. 5 illustrates exemplary locations for user database 425 that maystore user identifying data (i.e., processed or preprocessed fingerprintdata) as well as a user's corresponding personal options andpreferences, which may be generically referred to as a “profile”. Threeexemplary video game systems 500, 510, and 520 are illustrated in FIG. 5that show various possibilities for the location of user database 425.Each exemplary video game system, 500, 510, and 520, is shown asincluding controller 110, console 120, and remote server 530. Controller110 may be operable to communicate with console 120. Console 120 may beoperable to communication with both controller 110 and remote server530. Remote server may be accessible to console 120 via wired and/orwireless means over a local or wide area network, such as the internet.

In the first video game system 500 illustrated in FIG. 5, user database425 is located within controller 110. In this embodiment, controller 110will be capable of identifying new and previous users and storing theiridentifying data and corresponding options and preferences within userdatabase 425. After a user has been identified, controller 110 will befurther operable to communicate corresponding user options andpreferences stored in user database 425 to console 120, such that thevideo game system may be setup according to the identified user'soptions and preferences. For example, the identified user's specificavatar preference may be communicated to console 120. Because userdatabase 425 is stored within controller 110, a user may use controller110 with multiple consoles 120 and still recall and reload their storedoptions and preferences.

In the second video game system 510 illustrated in FIG. 5, user database425 is located within console 120. In this embodiment, console 120 willbe capable of storing and receiving processed or preprocessed fingerprint data from controller 110, comparing received fingerprint data topreexisting fingerprint data of previous users stored within user database 425, and reloading options and preferences stored within userdatabase 425 that correspond to the user of the received fingerprintdata (assuming the user has a preexisting stored profile). Because userdatabase 425 is stored within console 120, a user may use any controller110 and still recall and reload their stored options and preferences.For example, this may be beneficial in typical video game systems wheremultiple controllers 110 are often used. Implementing user database 425in console 120 allows a user to recall options and preferencesregardless of which controller 110 a user has used in the past.

In the third video game system 520 illustrated in FIG. 5, user database425 is located within remote server 530. In this embodiment, remoteserver 530 will be capable of storing and receiving processed orpreprocessed finger print data from controller 110 via console 120,comparing received fingerprint data to preexisting fingerprint data ofprevious users stored within user database 425, and reloading optionsand preferences stored within user database 425 that correspond to theuser of the received fingerprint data (assuming the user has apreexisting stored profile). Implementing user database 425 in remoteserver 530 allows a user to recall options and preferences regardless ofwhich controller 110 the user has used in the past. Even farther,implementing user database 425 in remote server 530 allows a user to useany console 120 and still recall and reload their stored options andpreferences.

It should be noted that remote server 530 may be an optional componentin video game systems 500 and 510. Moreover, it should be further notedthat any combination of the storage locations for user database 425,illustrated in FIG. 5, may be used. For example, user database 425 maybe included within controller 110 and console 120. Even further,database 425 may be included within each device: controller 110, console120, and remote server 530.

FIG. 6 illustrates an exemplary flowchart for retaining, associating,and reloading user specific options and preferences without requiringactive participation from the user, according to embodiments of thepresent invention.

At step 610 several different passive indications from the user maytrigger the process for retaining, associating and reloading userspecific preferences illustrated in flowchart 600. These indications arepassive because the user is performing them for a reason(s) other thaninitiation of flowchart 600. For example, a user may exert a force onobject control 200 for the unrelated purpose of starting a video game orselecting an option such as the number of players. This force may causecontrol object 200 to generate an operational signal that triggersflowchart 600, thereby allowing the fingerprint scan to be transparentlyperformed without the user being aware. In another embodiment,fingerprint scanner 300 may determine that a user has their fingertipresting on object control 200 in the absence of a directed force exertedon object control 200. Alternatively, the process for retaining,associating and reloading user specific preferences may be triggered atstep 610 by the lapse of a predetermined interval of time. Anycombination of the above mentioned triggers may be used to begin theprocess illustrated in flowchart 600 as indicated by step 610. Afterstep 610, flowchart 600 proceeds to step 620.

At step 620 fingerprint scanner 300 is activated to produce an image ofa user's fingertip. After producing an image of the user's fingertip atstep 620, flowchart 600 proceeds to 630.

At step 630 a determination may be made as to whether the image producedby fingerprint scanner 300 at step 620 was successful in terms ofcapturing certain characteristics of a user fingerprint needed foridentification purposes. The predefined characteristics necessary foranalysis and identification may be contained in a single image or thedata from multiple images may be assembled to provide the predefinedcharacteristics. Adequate data may be achieved after any number ofscans. For example, one, two, or three scans may be determined to beadequate. If after a given number of scans the fingerprint data for aparticular user produced by fingerprint scanner 300 is inadequate,flowchart 600 will return back to step 610. However, after an adequatenumber of scans have occurred, and fingerprint data for the user isadequate for identification purposes (within a predetermined tolerance),flowchart 600 proceeds to step 640.

At step 640 a matching algorithm may be run in DSP module 455 or aprocessing module, such as micro-processing module 430, to determine ifthe scanned fingerprint data matches a preexisting user's fingerprintdata stored within database 425. If the scanned fingerprint data of acurrent user of controller 110 matches a preexisting fingerprint withindatabase 425, then flowchart 600 proceeds to step 660.

At step 660 the profile corresponding to the identified user, storedwithin database 425, is accessed and loaded into console 120. Dependingon where database 425 is located, fingerprint data and a user's specificoptions and preferences may be transmitted to and from controller 110and console 120. During the user's interaction with controller 110 andconsole 120, their stored options and preferences may be updatedaccordingly. In general, user options and preferences may be updatedbased on the most frequently used selection for an option and/or themost recently used selection for an option.

In the event the scanned fingerprint data does not match a preexistinguser's fingerprint data stored within database 425 at step 650,flowchart 600 may proceed to step 670.

At step 670 a new user profile may be created within database 425. Thenew user profile may store the user fingerprint data and associate auser profile with the data for later access. After creating a new userprofile at step 670, flowchart 600 may proceed to step 680 where userpreferences and settings are stored within database 425. Since this isthe first use by the currently identified user, options and preferencesselected by the user are stored within database 425 for reloading duringa subsequent use of the video game system by the user.

III. CONCLUSION

It is to be appreciated that the Detailed Description section, and notthe Summary and Abstract sections, is intended to be used to interpretthe claims. The Summary and Abstract sections may set forth one or morebut not all exemplary embodiments of the present invention ascontemplated by the inventor(s), and thus, are not intended to limit thepresent invention and the appended claims in any way.

The present invention has been described above with the aid offunctional building blocks illustrating the implementation of specifiedfunctions and relationships thereof. The boundaries of these functionalbuilding blocks have been arbitrarily defined herein for the convenienceof the description. Alternate boundaries can be defined so long as thespecified functions and relationships thereof are appropriatelyperformed.

The foregoing description of the specific embodiments will so fullyreveal the general nature of the invention that others can, by applyingknowledge within the skill of the art, readily modify and/or adapt forvarious applications such specific embodiments, without undueexperimentation, without departing from the general concept of thepresent invention. Therefore, such adaptations and modifications areintended to be within the meaning and range of equivalents of thedisclosed embodiments, based on the teaching and guidance presentedherein. It is to be understood that the phraseology or terminologyherein is for the purpose of description and not of limitation, suchthat the terminology or phraseology of the present specification is tobe interpreted by the skilled artisan in light of the teachings andguidance.

It should by noted that the exemplary process for extracting identifyingcharacteristics from a fingerprint image and/or the matching algorithmdescribed herein can be implemented in hardware, software, or anycombination thereof. For instance, the exemplary process for extractingidentifying characteristics from a fingerprint image and/or the matchingalgorithm described herein can be implemented using computer processors,computer logic, application specific circuits (ASICs), digital signalprocessors, etc., as will be understood by one of ordinary skill in thearts based on the discussion herein.

Moreover, the exemplary process for extracting identifyingcharacteristics from a fingerprint image and/or the matching algorithmcan be embodied by a computer processor or any one of the hardwaredevices listed above. The computer program instructions cause theprocessor to perform the signal processing functions described herein.The computer program instructions (e.g., software) can be stored in acomputer useable medium, computer program medium, or any storage mediumthat can be accessed by a computer or processor. Such media include amemory device such as a computer disk or CD ROM, or the equivalent.Accordingly, any computer storage medium having computer program codethat causes a processor to perform the signal processing functionsdescribed herein are with the scope and spirit of the present invention.

Further, as will be apparent to one of ordinary skill in the art, theteachings herein may be applied to any multimedia system utilizing acontroller device, such as set-top boxes used to receive satellite andcable transmissions, digital versatile disc (DVD) players, Blu-ray discplayers, and audio playback systems, to name a few. The teachings hereinmay be used to retain, associate, and reload user preferences for thesesystems without requiring active participation from the user. Such userpreferences may include, for example, display settings, audio settings,viewing modes, and channel selections, to name a few.

The breadth and scope of the present invention should not be limited byany of the above-described exemplary embodiments, but should be definedonly in accordance with the following claims and their equivalents.

What is claimed is:
 1. A method for setting an option for a handedness,comprising: receiving a passive indication to perform a fingerprintscan; performing the fingerprint scan to generate identifying data inresponse to receiving the passive indication; and setting the option forthe handedness based on the identifying data.
 2. The method of claim 1,wherein setting the option for the handedness further comprises:obtaining a preference from a memory for the handedness based on theidentifying data.
 3. The method of claim 2, wherein the preference forthe handedness is left-handed or right-handed.
 4. The method of claim 1,wherein receiving the passive indication further comprises: receivingthe passive indication from an object control mechanism, wherein theobject control mechanism is a button or a switch.
 5. The method of claim4, wherein receiving the passive indication farther comprises: receivingthe passive indication from the object control mechanism based on theobject control mechanism being, pressed to perform a function other thanthe fingerprint scan.
 6. The method of claim 1, wherein performing thefingerprint scan further comprises: performing the fingerprint scanmultiple times to generate the identifying data.
 7. A system configuredto set an option for a handedness, comprising: an object controlmechanism configured to receive a passive indication to perform afingerprint scan; a fingerprint scanner configured to perform thefingerprint scan to generate identifying data in response to the objectcontrol mechanism receiving the passive indication; and a processorconfigured to set the option for the handedness based on the identifyingdata.
 8. The system of claim 7, wherein the processor is furtherconfigured to obtain a preference for the handedness from a memory basedon the identifying data and set the option based on the obtainedpreference.
 9. The system of claim 8, wherein the preference for thehandedness is left-handed or right-handed.
 10. The method of claim 7,wherein the object control mechanism is configured to receive thepassive indication based on the object control mechanism being pressedto perform a function other than the fingerprint scan.
 11. The system ofclaim 7, wherein the object control mechanism is a button or a switch.12. The system of claim 7, wherein the fingerprint scanner is coupled tothe object control mechanism.
 13. The system of claim 7, wherein thefingerprint scanner is a capacitive, optical, or thermal basedfingerprint scanner.
 14. The system of claim 7, wherein the system is avideo game system.
 15. A game controller configured to set an option fora handedness, comprising: an object control mechanism disposed on asurface of the game controller and configured to receive a passiveindication to perform a fingerprint scan; a fingerprint scannerconfigured to perform the fingerprint scan to generate identifying datain response to the object control mechanism receiving the passiveindication; and a processor configured to set the option for thehandedness based on a preference stored in a memory of the gamecontroller and associated with the identifying data.
 16. The gamecontroller of claim 15, wherein the object control mechanism isconfigured to receive the passive indication based on the object controlmechanism being pressed to perform a function other than the fingerprintscan.
 17. The game controller of claim 15, wherein the object controlmechanism is a button or a switch.
 18. The game controller of claim 15,wherein the fingerprint scanner is coupled to the object controlmechanism.
 19. The game controller of claim 15, wherein the fingerprintscanner is a capacitive, optical, or thermal based fingerprint scanner.20. The game controller of claim 15, wherein the preference for thehandedness is left-handed or right-handed.